A really good looking thing but I cannot really have a joy in how I want a DM... Let's see
TexasGtar wrote: ↑Thu Aug 13, 2020 9:45 pm
It is hard to test without a weapon. Lots of sniper ammo, no sniper gun.
Yes, map has only Health and SniperAmmo - I don't get any logic here if you start a plain DeathMatch out of mutators, this causing a limitation in using map - only certain arenas are working normally here. Perhaps a Sniper Server does a game...
The rest is "known bugs". The Paths Network is more Paths
Networks, you might get what I mean.
Decorations (trees)
Trees here are just... strange. Their collision cylinder is out of tree body, this can cause funky collisions nearby tree without to be funny. Take this colliding sample:
When I pathed a map for CTF RX gaming such trees weren't helping at all. I had to adjust every single tree because UT cylinder has NO DEAL with such a mesh. These needs to be out of any collision and used multiple BlockAlls.
Here are Pathing details - not all of them are a big problem but we can comment a few:
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UnReachableNodes: Skipping VisibleTeleporter0 because it's in water.
UnReachableNodes: Skipping VisibleTeleporter2 because it has no Destination.
UnReachableNodes: Skipping VisibleTeleporter3 because it's in water.
UnReachableNodes: PlayerStart11 looks much over ground for normal Human Size, check it.
UnReachableNodes: PlayerStart14 looks much over ground for normal Human Size, check it.
UnReachableNodes: PathNode0 looks much over ground for normal Human Size, check it.
UnReachableNodes: Skipping PathNode152 because it's in water.
UnReachableNodes: Skipping PathNode153 because it's in water.
UnReachableNodes: Skipping PathNode154 because it's in water.
UnReachableNodes: Skipping PathNode155 because it's in water.
UnReachableNodes: Skipping PathNode156 because it's in water.
UnReachableNodes: Skipping PathNode157 because it's in water.
UnReachableNodes: Skipping PathNode158 because it's in water.
UnReachableNodes: Skipping VisibleTeleporter6 because it has no Destination.
UnReachableNodes: Skipping Teleporter0 because it has no Destination.
UnReachableNodes: Skipping Teleporter1 because it's in water.
UnReachableNodes: Skipping Teleporter3 because it has no Destination.
UnReachableNodes: Skipping Teleporter5 because it has no Destination.
UnReachableNodes: Skipping InventorySpot219 because it's in water.
UnReachableNodes: Skipping InventorySpot220 because it's in water.
UnReachableNodes: Skipping InventorySpot221 because it's in water.
UnReachableNodes: Skipping InventorySpot280 because it's in water.
UnReachableNodes: Skipping InventorySpot346 because it's in water.
UnReachableNodes: Skipping InventorySpot352 because it's in water.
UnReachableNodes: Skipping InventorySpot353 because it's in water.
UnReachableNodes: Skipping InventorySpot354 because it's in water.
UnReachableNodes: Skipping InventorySpot355 because it's in water.
UnReachableNodes: Skipping InventorySpot356 because it's in water.
UnReachableNodes: Skipping InventorySpot357 because it's in water.
UnReachableNodes: Skipping InventorySpot363 because it's in water.
UnReachableNodes: Here we have 27 points skipped, 3 Navigation Points which are too high and 366 good ones.
Log: Aligned camera on the current target.
Log: Aligned camera on the current target.
NoIncomingPath: VisibleTeleporter3 is not having incoming connections.
NoIncomingPath: PlayerStart11 is not having incoming connections.
NoIncomingPath: PlayerStart14 is not having incoming connections.
NoIncomingPath: PathNode0 is not having incoming connections.
NoIncomingPath: Teleporter1 is not having incoming connections.
NoIncomingPath: Teleporter2 is not having incoming connections.
NoIncomingPath: Teleporter4 is not having incoming connections.
BreakPointsFound: These 7 navigation points aren't that used as valid paths. They might be One-Way break points.
In two recent discussions I explained that we can have break points when Nodes are too high for no reason. Such an example here is PathNode0 - can be seen in the text report. Images are more than relevant.
The area far away doesn't have anything like a path.
PathNodes in maps edited having funky heights can be restored in the place where Editor would add them by mapper, right on surface and not in air. This is subject for a small tiny little tutorial about MapGarbage usage - it's off-topic to discuss the "How To" here.
Next points:
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VoidCheck: --- Void placement report ---
VoidCheck: MedBox50 looks placed into void.
VoidCheck: MedBox51 looks placed into void.
VoidCheck: Flag0 looks placed into void.
VoidCheck: Flag3 looks placed into void.
VoidCheck: Flag4 looks placed into void.
VoidCheck: MedBox64 looks placed into void.
VoidCheck: MedBox65 looks placed into void.
I'm not sure what's happening with 50 and 51 but 64 and 65 cannot be seen even in Editor unless you toggle view to Alt+1 (PerspectiveView).
I cannot talk about Flags yet until I'll do some testing in a Net game. I wanna figure what's about these actors more or less covered by brushes. Definitely for me fluttering flags should not have bStasis, just two cents here.
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